#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv;

uniform mat4 model = mat4(1.0);
uniform mat4 view = mat4(1.0);
uniform mat4 projection = mat4(1.0);

out DATA
{
    vec3 normal;
    vec2 uv;
} vs_out;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0);
    vs_out.normal = normal;
    vs_out.uv = uv;
}
